✨ implement zoom-to-mouse in CameraSystem
Replaces plain cam.setZoom() with zoom-to-mouse: after each zoom step the scroll is corrected by (mouseOffset from center) * (1/zBefore - 1/zAfter), keeping the world point under the cursor fixed. Also fixes getCenterWorld() which previously divided by zoom incorrectly. Added JSDoc to all methods.
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@@ -27,11 +27,19 @@ export class CameraSystem {
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private lastPanX = 0
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private lastPanX = 0
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private lastPanY = 0
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private lastPanY = 0
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/**
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* @param scene - The Phaser scene this system belongs to
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* @param adapter - Network adapter used to persist camera position
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*/
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constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
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constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
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this.scene = scene
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this.scene = scene
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this.adapter = adapter
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this.adapter = adapter
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}
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}
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/**
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* Initializes the camera: restores saved position, registers keyboard keys,
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* sets up scroll-wheel zoom-to-mouse, and middle-click pan.
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*/
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create(): void {
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create(): void {
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const state = stateManager.getState()
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const state = stateManager.getState()
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const cam = this.scene.cameras.main
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const cam = this.scene.cameras.main
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@@ -52,10 +60,22 @@ export class CameraSystem {
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d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
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d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
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}
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}
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// Scroll wheel zoom
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// Scroll wheel: zoom-to-mouse.
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this.scene.input.on('wheel', (_ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
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// Phaser zooms from the screen center, so the world point under the mouse
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const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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// is corrected by shifting scroll by the mouse offset from center.
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this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
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const zoomBefore = cam.zoom
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const newZoom = Phaser.Math.Clamp(zoomBefore - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
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cam.setZoom(newZoom)
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cam.setZoom(newZoom)
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const factor = 1 / zoomBefore - 1 / newZoom
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cam.scrollX += (ptr.x - cam.width / 2) * factor
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cam.scrollY += (ptr.y - cam.height / 2) * factor
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const worldW = WORLD_TILES * 32
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const worldH = WORLD_TILES * 32
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX, 0, worldW - cam.width / newZoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY, 0, worldH - cam.height / newZoom)
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})
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})
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// Middle-click pan: start on button down
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// Middle-click pan: start on button down
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@@ -86,6 +106,10 @@ export class CameraSystem {
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})
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})
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}
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}
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/**
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* Moves the camera via keyboard input and periodically saves the position.
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* @param delta - Frame delta in milliseconds
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*/
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update(delta: number): void {
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update(delta: number): void {
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const cam = this.scene.cameras.main
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const cam = this.scene.cameras.main
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const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
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const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
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@@ -103,7 +127,7 @@ export class CameraSystem {
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if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
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if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
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const worldW = WORLD_TILES * 32 // TILE_SIZE hardcoded since WORLD_PX may not exist
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const worldW = WORLD_TILES * 32
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const worldH = WORLD_TILES * 32
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const worldH = WORLD_TILES * 32
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
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cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
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cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
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@@ -120,14 +144,24 @@ export class CameraSystem {
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}
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}
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}
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}
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/**
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* Returns the world coordinates of the visual camera center.
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* Phaser zooms from the screen center, so the center world point
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* is scrollX + screenWidth/2 (independent of zoom level).
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* @returns World position of the screen center
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*/
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getCenterWorld(): { x: number; y: number } {
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getCenterWorld(): { x: number; y: number } {
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const cam = this.scene.cameras.main
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const cam = this.scene.cameras.main
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return {
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return {
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x: cam.scrollX + cam.width / (2 * cam.zoom),
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x: cam.scrollX + cam.width / 2,
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y: cam.scrollY + cam.height / (2 * cam.zoom),
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y: cam.scrollY + cam.height / 2,
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}
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}
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}
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}
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/**
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* Returns the tile coordinates of the visual camera center.
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* @returns Tile position (integer) of the screen center
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*/
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getCenterTile(): { tileX: number; tileY: number } {
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getCenterTile(): { tileX: number; tileY: number } {
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const { x, y } = this.getCenterWorld()
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const { x, y } = this.getCenterWorld()
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return { tileX: Math.floor(x / 32), tileY: Math.floor(y / 32) }
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return { tileX: Math.floor(x / 32), tileY: Math.floor(y / 32) }
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